Character

Items Vault 1.6.0

Vor'tep 1.6.7

Adds the Vor'tep as a new Giant sub-race, a breed of altered trolls. Get it right here or on the Steam Workshop.

Vor'tep have a life rating of 13 and an experience penalty of 30% and start with +3STR, +3WIL, +3CON,+3MAG, -2DEX, and -2CUN.

Vor'tep posses the strength and will to wield any one-handed weapon in their offhand innately.

Vor'tep have the following racial talents:

Trollkin Fortitude
For 5 turns, each magical, physical, or mental detrimental effect applied to you by an enemy will have the duration preemptively reduced by X turns or 50% (rounded up), whichever is greater. If this reduces the duration to 0 or less the effect is completely negated. The power of the effect improves with Constitution.

Trollblood
Passively increases life regen by X and healing modifier by Y%.
Scales only on talent level.

Blood Rush
Sustaining this talent will cause talents to cooldown by one turn at the begining of each turn. This will occur regardless of stuns or other effects that would normally reduce or prevent cooldowns. This will not effect talents with a fixed cooldown.
CAUTION:
This will cause you to take X% of your maximum life as irresistible damage on the first turn, increasing each subsequent turn. Each turn the damage dealt will be 15% greater than the turn before. If your life is below 20% of your maximum at the start of a turn, the sustain will automatically deactivate.
The damage of the effect is reduced by Willpower.

Internal Inscription
You are able to internalize a rune or infusion of your choice. Once chosen, the inscription will be triggered instantly when you are below 15% of your maximum life. This has a cooldown and is the only way to activate the inscription.
Cooldown decreases significantly with talent level and is based only on this talent (the original cooldown of the inscription is completely disregarded).

Disclaimer

This is my first addon and first coding project, I can promise I tested this addon as best I could, but that does not mean it is without bugs. Please report any bugs you find and I will endeavor to fix them ;)

If possible, please take discussions and bugs report to the forum thread I will make.

Credits

Nefigah for loving the Shaman idea and helping me more than a little with the coding.

In advance, whoever tries this out and gives me feedback so I can continue to improve it !

Changelog

1.0.8 : - updated bark armor and yeti totem description to fit new crit shrug behavior (main game 1.6 changes)
- fixed a bug where enemies would keep summoning more and more spirits
- fixed a bug where enemies did not benefit from water/moss strength

1.0.7 : - nerfed snake/boar fetishes damage (turns out reapplying DoT so much gives way too big numbers)
- fixed bear fetish desc, the initial hit is low and the following is high, not the other way around. Damage also nerfed.
- fixed a bug when spirits tried to summon while surrounded by impassable terrain

1.0.6 : - nerfed bark armor shield at low TL/STR
- removed damage bonus from spirit blade (moss)
- water vortex cd reduced by 1 (7 --> 6)
- both spirits are now available at level 1
- willpower requirements for spirits are upped (similar to weapon mastery requirement)
- bark spit/ice shards cd upped by 1 (4 --> 5)
- bark spit/ice shards damage nerfed at low TL
- changed spirit bump damage to be based on level instead of TL
- elemental spirit path rescaled due to spirit's damage nerf. Treshold is lower but it now shields for 100% of the damage (instead of 50%)
- prevented turning on moss/water spirit on world map as it was breaking spirit creation
- updated some talent arts
- added a line to shaman's path description to tell you which path you're on (or warn you if you aren't on any)

1.0.5 : - Added an option for legacy spirit tiles due to popular request. Found under Game Options --> Shaman, enabling will display old spirit tiles (need to resummon the spirits)

1.0.4 : - Fixed fetish targeting not working if you aimed beyond their range
- Fixed a bug where Nature's Fist was taking 2 turns
- Isolate and Nature's Fist now have an unarmed strike followed by a weaker melee strike if the unarmed strike hits
- Earth Spirit --> Moss Spirit to make nature theme clearer
- Renamed Focus Lightning to Lightning Rod, renamed Lightning Rod to Lightning Assault. Updated talent art
- Removed snake/bear interaction in the relevant fetishes
- Bear Fetish now disarms instead of stun
- Boar Fetish properly checks cut immunity
- Review Thunder to a smoother scaling curve
- Nerfed Bone totem (50% --> 33% chance to protect)
- Buffed Yeti Totem (now grants armor on top of the ice retal)
- All advanced path capstone are now fixed CD
- Wave of Steel is now weapon speed
- Rejuvenating Strike now has scaling damage
- Fixed totem bonus not refreshing properly on spirits
- Spread Elemental Spirits bonuses across the whole High Elemental tree
- Renamed Ethereal Form to spirit form, it now tp to the closest available spot when the buff end while you're in a wall rather than a random spot in range 50
- Corrected a couple typos
- Shaman works properly in other campaigns than AoA

1.0.2 : - Last tiles added, say hello to the new spirits !
- Improved descriptions : added Lightning Rod total damage, added fetishes AoE duration, clarified that the bonus for getting a totem to 5/5 is always on, sandworm and wyrm totem explain their power scaling.
- Manasurge rune is now in inventory rather than inscribed, say hello to Zigur more easily.
- Shaman's Path is now an active that you can use for an instant weapon switch !
- Improved Lightning Body evasion bonus.

Midnight 1.6.7

Adds two new shadowy Celestial classes.
First is the Moon Paladin, who fight using two weapons and the two moons.
Second is the Starslinger, who imbues their shots with the power of the stars.
Also two new subraces that start in the Far East, regardless of class.
Mardrop Humans and Star Elves.

Now with a new starting zone: Save the Sunwall crops from a worm infestation.
New second starting zone: The Tenebrous Glades.
Travel to the barely made training camp of Midnight via a jumpgate on the west side of the Gates of Morning, then head southwest.
The shadows summoned to conceal the camp have become restless and dangerous. Quiet them down and investigate what is working them up.

Currently there are nine new categories.
Celestial/Night: A utility based generic category that generates negative celestial energies.
Celestial/Lunar Combat: Powerful offensive talents invoking the power of the moons.
Celestial/Guidance: Some defensive and one offensive talents for Moon Paladin.
Celestial/Shooting Stars: Combines star magic with ranged weapons.
Celestial/Deep Space: Some high level celestial magic for Starslinger.
Celestial/Sigils: Shape negative celestial energies into traps.
Celestial/Glory: High level light magic for Sun Paladins and Anorithil.
Celestial/Moon Magic: Magic derived from the two moons of Eyal.
Celestial/Umbra: High level dark magic for Anorithil and Star Slingers.

It also grants Sun and Glyphs to Sun Paladin at 1.3 mastery.
Reworks Chants and Hymns, and buffs Sunburst.

Sungun Class + Equipment 1.6.0

This Addon creates the Sungun class and adds Solar Guns for it to use, along with many talents - all based on the Boktai series of games for the Gameboy Advance.

Changes & Features:

+ Solar Guns & Solar Batteries are created, and drop in the world.

+Sungun is an available class under the Celestial class set.

+ A Lens Talent Tree is available to swap damage type.

+An Explosives Talent Tree is available to deal with groups of foes.

+ Solar Spells, inspired directly by Boktai, are available for use in a Talent Tree.

+Darkness Spells, inspired directly by Boktai, are available for use in a Talent Tree.

+ Multiple new Talents are created, including some of the ones listed above.

-Dual-gunning with Solar Guns has been removed. Knives are starting equipment for a reason.
-Element-changing Battery Egos have been removed. Lens Talents replace them, and swapping ammo for damage types is kinda :c
-Honestly I can't even remember what else, I did a lot.

Current missing features:
-Solar Guns do not have a moddable tile to appear on the character, instead appearing as bows with a sling pouch for ammo.

Ashes of Urh'Rok 1.6.7

Official Expansion!

Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?

Start with a new class, the Doombringer! These avatars of demonic destruction charge into battle with massive two-handed weapons, cutting swaths of firey devastation through hordes of opponents. Armed with flame magic and demonic strength, they delight in fighting against overwhelming odds, softening up the crowd with waves of fire, then feeding on the flames and suffering of their surroundings to stay alive while quickly reducing any group to a pile of ash and gore.

Unlock a new class, the Demonologist, with an all-new item enhancement mechanic! Bearing a shield and the magic of the Spellblaze itself, these melee-fighting casters can grow demonic seeds from their fallen enemies. Imbue these seeds onto your items to gain a wide array of new talents and passive benefits, and summon the demons within them to fight on your side! Ever looked at a gigantic demon-cursed minotaur and wished it was on your side for once? Well, now you CAN summon one to pound your foes into paste while you cast devastating spells from afar, or call forth a squad of Fire Imps to pelt your enemies to death while they exhaust themselves on your impenetrable defenses! Demons have persistent health, making them a little more precious than disposable necromancer skeletons or summoner beasts, but can be revived from death nonetheless.

Two new zones, with all-new art, foes, and bosses! You've seen the plains of the Fearscape before, now see the lairs and headquarters of the demons themselves!

Over 10,000 words of written lore to find! The demons were once an enlightened, peaceful race, hailing from a distant planet known as Mal'Rok; learn what drove them to plot Eyal's eternal torture! Discover monuments to each of the demonic species and noteworthy individuals, showing the place of honor each has among them! Get a glimpse into the culture and daily lives of these sadistic invaders and their brainwashed thralls!

Unlock a new race, Doomelves: Shalore who've taken to the demonic alterations especially well, corrupting their typical abilities into a darker form. Blink away to safety, transform into a shadowy dúathedlen to hide in the shadows or prey on your foes with blasts of darkness, use your new resilience to soak up status effects and critical hits, and assault your enemies' minds to leave them unsteady in combat!

Between the aforementioned classes and Doomelves, a whopping 75 new talents!

20 new artifacts, with unique and interesting effects. Collect the Obsidian Treasures to amass more and more power! Slip your hands into the Will of Ul'Gruth and watch your sweeping blows smash down walls! Wear a giant hideous hell-mouth as a fashionable belt!

7 new achievements! Conquer the worst Urh'Rok's forces can throw at you, and hang their metaphorical skulls from your profile page!

Class: Astromancer 1.6.0

A new class, a Celestial summoner who draws on the powers of Shandral's other planets to call up elementals.
Their basic trees summon and support Fire, Ice, and Lightning Elementals, as well as providing utility effects.
Their unlockable advanced trees rain down Meteors and twist Time Elementals into being.
They start with Staff Combat, Chants, and a new tree in the vein of chants and hymns. They can unlock Celestial Light.

Their main resource is negative energy, which they generate by summoning and some other spells, and spent by others.

Grove Keeper 1.6.7

Adds the Grove Keeper, a Wilder subclass. The Grove Keeper is pirmarily a mindpower-caster with limited summoning ability, but has the option to mix slings, or one-handed weapons and unarmed attacks, into their skill set. They are also able to become proficient with mindstars and focus wholly on mind-casting. Includes advanced class categories favoring either weapon-hybrid or mind-casting play style, with the advanced hybrid tree working equally well for ranged or melee.

Master jeweler:
imbue (ANY) jewelry, armor & weapons that are in the game including rares/epics/uniques! And imbue them as many times with as many different gems as you want can afford!

New Dungeons:
3 new dungeons have been added to the world map (blood soaked ruins, infested ruins & wolfmire) these dungeons will have unique boss and lore spawns.

New Bosses:
8 new bosses have been added that will spawn in the new dungeons (they will also spawn in Infinite Dungeon)

I will tweak costs in the future, my ears are open to any feedback/suggestions for prices that are too high/low or even future content requests! (Pls note I can't respond to comments so keep an eye on the updates to see if I fulfilled your request)

Please note you will need to start a new game for the new merchants & dungeons to appear.

Dialog to purchase spells wont appear unless you have the required amount of gold.

DLC is NOT required to play this addon, talents that require a dlc will be clearly noted next to the talent, if you don't own a dlc and try to purchase a dlc talent the gold will be removed but the talent wont be acquired.

vvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvv
IMPORTANT: I am unable to respond to comments on this site as my comments keep getting blocked as spam! If you have issues/bugs/requests you will need to post your comment on the STEAM Workshop addon page here: https://steamcommunity.com/sharedfiles/filedetails/?id=1715322131 So I can see/respond to you there.
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^

Updates:

1.0.1 - I added a notpade file in the addon folder that lists the merchants locations. OUTDATED please check here for current merchant/dungeon locations: https://steamcommunity.com/workshop/filedetails/discussion/1715322131/1737760931657802109/
1.1.0 - There is now a new npc that can train your stat points... now to work on the class points.
1.1.1 - Mulfar can now train you, in stat or class points.
1.2.0 - I added 2 more new npcs to the map (adriel & atakesa) that will be future merchants, they have no dialog. I added them to avoid having to start a new game everytime I add a new merchant, now I can just update their dialog and it should be seamless. Merchants have been given random spawns (2 locations each) the merchant locations notepad has been updated.
1.2.1 - Updated dialog for: Asterius Gaomant, Nagareth, Mulfar & Tarelion giving them unique dialog and color coded things to make it easier on the eyes & lowered some of the prices, also added new npc "master jeweler"
1.2.2 - Balanced the prices for revealing locked talent categories, most are now only 100 gold, also lowered Mulfar's prices by half (250 gold) and increased some other prices.
1.3.0 - Pretty big update here! adriel can now teach nature summoning and wymic combat, atakesa can now teach combat and combat techniques mulfar can now give prodigy points. New npcs: corruptor & assassin added.
1.3.5 - Some npcs will now have custom tilesets, added a npc for archery training (this will be the last npc added so this will be the last time you will need to restart if playing a previous version, this is basically in beta now. No more npcs will be added) I also balanced prices (removed the ability to reveal powerful spells to avoid an exploit where you could reveal the spell cheap then unlock it with a category point, necrotic minions & golemancy price increase, tarelion's prices decreased.)
1.3.6 - Whew was this a tough one! finally got imbueing to work! The master jeweler can now imbue jewelry, armor & weapons! With NO limitations! Yep you can imbue that rare item, oh... you already imbued an item?... Well you can imbue it again... and again and... well you get the point, but It'll cost ya! *Still need to add a noob friendly version that will only imbue white items (and only once) this version kinda got out of hand from my experimenting.... balancing will come later.
1.4.0 - Lowered master jeweler prices, moved archery tree form Atakesa to Azari, Genchi can now teach rouge spells. Atakesa can now teach Physresist, Defense, Ranged Defense, Physical Crit, & Armour. Tarelion can now teach spellresist, mentalresist & spellcrit.
1.4.2 - Soltar can now teach corruption and curses, added spell descriptions to dialog for Adriel, staves-store, Tarelion, Nagareth & Soltar to clarify what you're about to purchase.
1.4.5 - (Restart recommended for 1.4.2 and lower) I added 2 npcs - Zemek - can teach chronomancy & psionic (spawns in angolwen) - Sun Paladin - can teach celestial (has a 'chance' to spawn in Derth, Elvala & Last Hope) everyones dialog has had major quality of life changes done (spell descriptions added & option to return to previous page) You wont need to start a new game if you're not interested in chronomancy & psionic spells for your current playthrough. Currently chronomancy is the only spell available this update, I will add dialog options for psionic & celestial within the next few days (the next update will be seamless and wont require a restart)
1.4.7 - Zemek can now teach psionic spells, Sun Paladin can now teach celestial chants, Adriel can now teach stone warden & oozemancer spells...
Aaaaand here we have it! This addon is now complete! It has all the spells and npcs I originally visioned (plus some!) No worries though! I still plan on adding more stuff in the future!
1.5.0 - Adds 64 talents - 50 talents added from DLCs Orcs & Cults (2 talent trees Demented & Steamtech) & 14 overlooked talents. Soltar will now teach Demented talents, new npc Gurock added to sell Steamtech talents (he spawns at 26x41 & 63x45) and sun paladin's health has been increased. DLC is NOT required to play this addon!
1.5.1 - 3 new dungeons & 8 new bosses have been added. Over time I will be adding more dungeons to explore and bosses to defeat! I also have plans to create new mobs and mob variations, create unique artifacts and eventually implement a quest system to reward you for defeating the new bosses (since quests are not yet implemented bosses will drop gold upon death. Big thanks to user Enemyz for his help writing the lore for wolfmire *note you will need to start a new game if on a previous version.
1.5.5 - Updated for TOME 1.6 (fixed a sprite bug) *note a new game will need to be started for the bug fix to be applied.
1.5.6 - Sun Paladin has been updated to include dlc celestial talents, his health has been further increased and he now has lightning immunity (to hopefully help him survive)
1.6.0 Gurock will now sell the Automated Portable Extractor... I also made Zemek immune to lightning, so he can survive a certain event :)

Embers of Rage 1.6.7

Official Expansion!

One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes.

Features:

Explore a whole new campaign from level 1 to 50, one year after the events of the original Tales of Maj'Eyal campaign. Liberate the Orcs (or die trying) by rising up against the Sunwall, the Steam Giants of Atmos, and other dangers that may lie in wait...

Play as one of three new races: the battle-hardened Orcs, the brutal Yetis, and the unstoppable Whitehooves. Discover their stories, their pains, their hopes... and their awesome racial powers!

Risk your life in over 20 unique zones! Explore the ruins of a lost city, lay siege to the Sunwall forces at the Gates of Morning, and raid the Steam Giants' mining quarry - each has its own unique foes and hazards, leading each to feel and play different from the others.

Play as one of the four new tinker classes: Gunslingers, Sawbutchers, Psyshots and Annihilators! Plus a class evolution: Technomancers! Crush and rend your foes with heavy metal, electrocute and immolate them with your gadgets, charge across the battlefield or nimbly strafe in style - each plays differently, and none provide any shortage of ways to slay your foes.

Master steam technology to build powerful tinkers to augment your equipment. Need to close in a bit quicker? Turn your boots into rocket boots! Having a hard time deciding whether to shoot someone or stab them? Build a Hand Cannon into your gloves, or deploy a Weapon Automaton to do the stabbing for you! If you have a problem, steamtech has a solution, usually involving explosions; with over 80 different powerful contraptions to craft, enjoy unparalleled versatility and trying something different with every playthrough.

Master the tactical uses of over 140 talents! Fire bouncing trick-shots and psychic-infused shots, use your steamsaws as shields or wheels, terrify your foes with long mechanical arms - there are no "boring" talents here, everything has its own special applications and properties!

Use advanced technology in the world of Eyal! Burrow through sand, plant bombs to destroy tunnels, and discover that you aren't alone in using it...

Infusions and runes are for puny humans; implant new medical injectors to pump an array of experimental chemicals into your body! Injectors can use any (infinitely reusable) salve in your inventory as long as they're off their cooldown, giving you versatility you've wished you could get with a couple of inscriptions.

Loot over 70 new and powerful artifacts. Pump lead into foes with big guns, quick guns, and explosive guns! Shred them with saws that maim, saws that thirst for blood, and saws that aren't really saws! Violate common sense by strapping a rocket to your back and calling it a jetpack!

Enjoy dying in horrible and exotic ways at the hands (or claws, jaws, guns...) of over 140 new creatures! Not mere piles of stats and chain-stuns, these foes will provide unique challenges - suffer the Sunwall's newest cosmic spells, the new breeds of ritches that infest and multiply, the Steam Giants' elaborate defense systems, and find new strategies to adapt to each!

Earn a trunkload of achievements! Have your accomplishments recognized for liberating the Orcish people, displaying exceptional mercy or cruelty, or showing your prowess with impressive feats! Give a boss a fate worse than death, show Sunwall forces how frustrating it is to fight a Radiant Horror as a paladin, come out on top against impossible odds, display a suicidal lack of situational awareness, and wear a badge of pride or shame for each!

Read roughly 27,000 words of new lore to immerse yourself in the world! Learn how things have changed since the Scourge's campaign, feel hatred and/or pity for your foes, uncover grand schemes and sinister plots, and notice the elaborate connections between Var'Eyal's numerous factions. Every zone has a story behind it, and every story ties into a bigger picture; enjoy a tale of horror and humor, of intrigue and glory, of despair and hope.

Earn the right to use the classic (and Ashes of Urh'Rok) classes in Embers of Rage, and the new tinker classes in Maj'Eyal! Play a Brawler in the East to fulfill your life-long dream of suplexing an entire nation of giants, or play a Sawbutcher in Maj'Eyal to shred through Dreadfell in a whirlwind of sawblades and steam!

Forbidden Cults 1.6.7

Official Expansion!

Not all adventurers seek fortune, not all that defend the world have good deeds in mind.
Lately the number of sightings of horrors have grown tremendously. People wander off the beaten paths only to be found years later, horribly mutated and partly insane, if they are found at all. It is becoming evident something is stirring deep below Maj'Eyal.
That something is you.

Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!

Forbidden Cults makes two new classes available to play:

Writhing One: Give in to the corrupting forces and turn yourself gradually into an horror, summon horrors to do your bidding, shed your skin and melt your face to assault your foes. With your arm already turned into a tentacle, what creature can stop you?

Cultist of Entropy: Using its insanity and control of entropic forces to unravel the normal laws of physic this caster class can turn healing into attacks and call upon the forces of the void to reduce its foes to dust.

Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.

Forbidden Cults makes two new races available to play:

Drem: A corrupt subrace of dwarves, that somehow managed to keep a shred of sanity to not fully devolve into mindless horrors. They can enter a frenzy and even learn to summon horrors.

Krog: Ogres transformed by the very thing that should kill them. Their powerful attacks can stun their foes and they are so strong they can dual wield any one handed weapons.

Forbidden Cults adds many new zones for you to explore and die in:

Kroshkkur: An ancient Sher'tul Fortress laying half in ruins that serves as a focal point, and home, for all kinds of creatures seeking lost knowledge.

The Maggot: A huge living corrupted worm about to destroy Kroshkkur! Teleport inside and save your sanctuary of horrors!

The Scourge Pits: On the south of the Iron Throne lays a fool pit of ... -- redacted by corrupt forces --

Forbidden Tomes: Find special artifact books of ancient lore. But, read at your own peril, for the story they tell may very well suck you in... quite literally.
Maybe you will even find The One That Writes...

Occult Egress: A strange, extremely old, contraption of unknown origin. It seems to require some kind of code sequence to activate. Maybe you will find some during your adventures?

The Entropic Void: So you think you are strong? Powerful? Invulnerable? In the end, entropy always wins, as you will learn...

What would an expansion about horrors be without a bunch of new horrors to torment you with? Please give a warm welcome to:

Killed by The Possessed at level 11 on the 8th Profit 122nd year of Ascendancy at 11:21
Killed by The Possessed at level 11 on the 8th Profit 122nd year of Ascendancy at 12:45
Killed by fire imp at level 13 on the 18th Profit 122nd year of Ascendancy at 01:20
Killed by orc corruptor at level 13 on the 18th Profit 122nd year of Ascendancy at 03:20
Killed by Tennn at level 13 on the 18th Profit 122nd year of Ascendancy at 03:25

Effective talent level: 1.0Use mode: ActivatedRange: melee/personalCooldown: 14Travel Speed: instantaneousUsage Speed: Instant (0% of a turn)Is: a nature giftDescription: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns.
Also removes cross-tier effects of the affected types for free.

Effective talent level: 0.0Use mode: ActivatedStamina cost: 6.8Range: melee/personalCooldown: 30Travel Speed: instantaneousUsage Speed: Weapon (100% of a turn)Description: Boost your life and stamina by 5.4% for 3 turns by bellowing your battle shout.
When the effect ends, the additional life and stamina will be lost.

Battle Shout

0/5

Effective talent level: 0.0Use mode: ActivatedStamina cost: 54.4Range: melee/personalCooldown: 30Travel Speed: instantaneousUsage Speed: Weapon (100% of a turn)Description: Your battle cry shatters the will of your foes within a radius of 1, lowering their Defense by 0 for 7 turns, making them easier to hit.
All evasion and concealment bonuses are also disabled.
The chance to hit increases with your Physical Power.

Effective talent level: 1.3Use mode: ActivatedStamina cost: 27.2Range: melee/personalCooldown: 10Travel Speed: instantaneousUsage Speed: Shield (100% of a turn)Description: Smash your shield into the face of all adjacent foes dealing 194% shield damage and knocking them back 3 grids.
In addition, all creatures knocked back will also be dazed for 7 turns.
If known, activating this talent will refresh your Rush cooldown if the attack hits.
The distance increases with your talent level, and the Daze duration with your Strength.

Effective talent level: 1.3Use mode: SustainedSustain stamina cost: 30Range: melee/personalCooldown: 8Travel Speed: instantaneousUsage Speed: Instant (0% of a turn)Description: You brace yourself for the final stand, increasing Defense and Armor by 3, maximum and current life by 102, but making you unable to move.
Your stand lets you concentrate on every blow, allowing you to avoid death from normally fatal wounds. You can only die when reaching -102 life.
If your life is below 0 when Last Stand ends it will be set to 1.
The increase in Defense and Armor is based on your Dexterity, and the increase in life is based on your Constitution and normal maximum life.

Last Stand

1/5

Technique / Shield offense

1.30

Effective talent level: 3.9Use mode: ActivatedStamina cost: 10.9Range: melee/personalCooldown: 6Travel Speed: instantaneousUsage Speed: Shield (100% of a turn)Description: Hits the target with two shield strikes, doing 167% and 206% shield damage. If it hits a second time, it stuns the target for 4 turns.
The stun chance increases with your Accuracy and your Strength.

Shield Pummel

3/5

Effective talent level: 1.3Use mode: PassiveDescription: Improves your ability to perform counterstrikes after blocks in the following ways:
Allows counterstrikes after incomplete blocks.
Increases the duration of the counterstrike debuff on attackers by 1 turn.
Increases the number of counterstrikes you can perform on a target while they're vulnerable by 1.
Increases the crit chance of counterstrikes by 16%. This increase scales with your Dexterity.

Effective talent level: 1.0Use mode: PassiveDescription: Dwarf skin is a complex structure; it can automatically react to physical blows and harden itself.
When you are hit in melee, you have a 15% chance to increase your armour total by 6 for 5 turns and fully ignore the attack triggering it.
There is no cooldown to this effect; it can happen while already active.

Stoneskin

1/5

Effective talent level: 0.0Use mode: PassiveDescription: Money is the heart of the Dwarven Empire; it rules over all other considerations.
Increases Physical, Mental and Spell Saves based on the amount of gold you possess.
+1 save every 95 gold, up to +0. (currently +0)

Power is Money

0/5

Effective talent level: 0.0Use mode: ActivatedRange: melee/personalCooldown: 57Travel Speed: instantaneousUsage Speed: Standard (100% of a turn)Description: While the origins of the dwarves remain clouded in mystery to the other races, it is obvious that they share strong ties to the stone.
You can target any wall and immediately enter it, appearing on the other side.
This can pass through up to 2 tiles (increases with Constitution and talent level).

Stone Walking

0/5

Cunning / Survival

1.00

Effective talent level: 0.0Use mode: PassiveDescription: You notice the small things others do not notice, allowing you to "see" creatures in a 2 radius even outside of light radius.
This is not telepathy, however, and it is still limited to line of sight.
Also, your attention to detail increases stealth detection and invisibility detection by 0, and you gain the ability to detect traps (+0 detect 'power').
The detection abilities improve with Cunning.

Heightened Senses

0/5

Effective talent level: 0.0Use mode: PassiveDescription: Your cunning manipulations allow you to use charms (wands, totems and torques) more efficiently, reducing their cooldowns and the power cost of all usable items by -1%.
In addition your knowledge of devices allows you to disarm known traps (0 disarm 'power', improves with Cunning).

Device Mastery

0/5

Effective talent level: 0.0Use mode: ActivatedRange: melee/personalCooldown: 20Travel Speed: instantaneousUsage Speed: Standard (100% of a turn)Description: Sense foes around you in a radius of 5 for 1 turns.
The radius will increase with your Cunning.

Track

0/5

Effective talent level: 0.0Use mode: PassiveDescription: You have an enhanced sense of self preservation, and your keen intuition allows you to sense dangers others miss.
Your ability to detect traps is enhanced (+0 detect 'power').
Attacks against you have a 0.0% reduced chance to be critical hits, and damage bonuses attackers gain against you for being unseen are reduced by 6%.
You also gain an additional chance (at your normal save -20, effective) to resist detrimental status effects that can be resisted.
The detection and additional save chance improve with Cunning.

Danger Sense

0/5

Technique / Conditioning

1.30

Effective talent level: 3.9Use mode: PassiveCooldown: 15Description: You recover faster from poisons, diseases and wounds, reducing the duration of all such effects by 47%.
Whenever your life falls below 50%, your life regeneration increases by 41.2 for 8 turns (330 total). This effect can only happen once every 15 turns.
The regeneration scales with your Constitution.

Vitality

3/5

Effective talent level: 2.6Use mode: PassiveDescription: You've learned to recover quickly from effects that would disable you. Each turn, you have a 29% chance to recover from a single stun effect.
At talent level 2 you may also recover from Blindness, at level 3 Confusion and Pins, and level 4 Disarms and Slows.
Effects will be cleansed with the priority order Stun > Blind > Confusion > Pin > Disarm > Slow.
Only one effect may be recovered from each turn, and the chance to recover from an effect scales with your Constitution.

Unflinching Resolve

2/5

Effective talent level: 1.3Use mode: SustainedSustain stamina cost: 20Range: melee/personalCooldown: 8Travel Speed: instantaneousUsage Speed: Weapon (100% of a turn)Description: Enemies are intimidated by your very presence.
Enemies within radius 6 have their Physical Power, Mindpower, and Spellpower reduced by 11.
The power of the intimidation effect improves with your Physical power

Daunting Presence

1/5

Effective talent level: 0.0Use mode: ActivatedRange: melee/personalCooldown: 24Travel Speed: instantaneousUsage Speed: Instant (0% of a turn)Description: You release a surge of adrenaline that increases your Physical Power by 1 for 0 turns. While the effect is active, you may continue to fight beyond the point of exhaustion.
You may continue to use stamina based talents while at zero stamina at the cost of life.
The Physical Power increase will scale with your Constitution.
Using this talent does not take a turn.

Effective talent level: 3.9Use mode: PassiveDescription: You become better at using your armour to deflect blows and protect your vital areas. Increases Armour value by 11, Armour hardiness by 51%, and reduces the chance melee or ranged attacks critically hit you by 15% with your current body armour.
(This talent only provides bonuses for heavy mail or massive plate armour.)
At level 1, it allows you to wear heavy mail armour, gauntlets, helms, and heavy boots.
At level 2, it allows you to wear shields.
At level 3, it allows you to wear massive plate armour.

Heavy Armour Training

3/5

Effective talent level: 0.0Use mode: PassiveDescription: You learn to maintain your agility and manage your combat posture while wearing light armour. When wearing armour no heavier than leather in your main body slot, you gain 4 Defense, 0% Armour hardiness, and 0% reduced Fatigue.
In addition, when you step adjacent to a (visible) enemy, you use the juxtaposition to increase your total Defense by 2 for 2 turns.
The Defense bonus scales with your Dexterity.

Effective talent level: 2.6Use mode: PassiveDescription: Increases weapon damage by 48% and physical power by 30 when using swords, axes or maces.

Weapons Mastery

2/5

Effective talent level: 0.0Use mode: PassiveDescription: Increases weapon damage by 0% and physical power by 30 when using daggers.

Dagger Mastery

0/5

Effects

detrimental effect

There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased.

Zero Gravity

Quests

You failed to protect the lost defiler from death by green worm mass.

Escort: lost defiler (level 3 of Trollmire)

failed

You successfully escorted the repented thief to the recall portal on level 2 of Trollmire.
As a reward you improved Dexterity by +5.

Escort: repented thief (level 2 of Trollmire)

done

Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold.
Maybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow.
It has been long sealed away but still, from time to time adventurers go there looking for wealth.
None that you know of has come back yet, but you did survive Reknor. You are great.

From bellow, it devours

done

You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire.
It looks extremely dangerous, however - beware.
You have slain Bill. His treasure is yours for the taking.

Hidden treasure

done

It is time to explore some new places -- dark, forgotten and dangerous ones.
The Old Forest is just south-east of the town of Derth.
The Maze is west of Derth.
The Sandworm Lair is to the far west of Derth, near the sea.
The Daikara is on the eastern borders of the Thaloren forest.* You must explore the Old Forest and find out what lurks there and what treasures are to be gained!* You must explore the Maze and find out what lurks there and what treasures are to be gained!* You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained!* You must explore the Daikara and find out what lurks there and what treasures are to be gained!

Into the darkness

active

You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor.
When you arrived there you found nothing but orcs, well organized and very powerful.
Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news.
Let nothing stop you.

Reknor is lost!

done

You have been invited to join a group called the Ziguranth, dedicated to opposing magic.

The Curse of Magic

active

Equipment

When wielded/worn:
Armour: +5
Defense: +4 (+2 eff.)
Activating this item is instant.It can be used to activate talent Evasion, placing all other charms into a 30 cooldown :Effective talent level: 4.0Power cost: 30 out of 30/30.Range: melee/personalTravel Speed: instantaneousDescription: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 29% chance to evade melee and ranged attacks and 20 increased defense for 4 turns.
The chance to evade and defense bonus increase with your Dexterity.

Each time you are afflicted with a detrimental effect you instinctively squish the tentacle a little, powering it up. (once per turn)
When at full charge (10 effects applied) you can activate the tentacle to release its internal fluids all over you, halfing the remaining duration of any detrimental effects on you.

A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly.
It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks.

Prox's Lucky Halfling Foot

Scrying Orb
Powered by unknown forces1.00 Encumbrance.

[Plot Item]
Type: orb / orb

When carried:

This orb will automatically identify items you find.

Scrying Orb

Transmogrification Chest
Powered by unknown forces2.00 Encumbrance.

[Plot Item]
Type: chest / sher'tul

When carried:It can be used to transmogrify all the items in your chest at once (also done automatically when you change level)

Activation costs 0 power out of 1000/1000.

This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy.
The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you.

When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level.
Simply go to your inventory to move them out of the chest if you wish to keep them.
Items in the chest will not encumber you.

Transmogrification Chest

Rod of Recall (1/1)
Powered by unknown forces2.00 Encumbrance.

[Plot Item]
Type: charm / rod

It can be used to recall the user to the worldmap after 40 turns

Activation costs 202 power out of 400/400.

This rod is made entirely of voratun, infused with raw magical energies that can bend space itself.
You have heard of such items before. They are very useful to adventurers, allowing faster travel.

Rod of Recall (1/1)

Achievements

Level 10 (Nightmare (Adventure) difficulty)Got a character to level 10.
By Tennn the Dwarf Bulwark level 104th Profit 122nd year of Ascendancy at 18:37see stats